Category: Terrain Generation

Today marks the first year of formal development on Eden. After finding inspiration from a newly released (at the time) early access game called RimWorld and a long-held adoration for Dwarf Fortress I decided it was time to create something. Coincidentally I had just put myself through a pretty good course on Unity but decided due to the … Continue reading Eden – First Year in Review

Ever since the explosion of Minecraft on the gaming community I feel as though the term 'voxel' has become a hot topic. It's easy to think this is a new concept or terminology but it isn't. It goes way back to the early days of computing and graphics processing and is not exclusive to the domains of … Continue reading Voxels in Games and Art

It occurred to me recently that it was time to improve the terrain/world generation in Eden. Up to this point, believe it or not, I was getting by with some homemade algorithms that created enough variety early on in development to be useful. Now however, as the game is maturing, I needed more realistic looking … Continue reading Generating Terrain with Noise